New commands: .phase sayrange, .phase yellrange, .phase emoterange => decides the range of respective /say, /yell & /emote messages. Useful in small phases so one group of people doesn't see emotes and chat messages of other people

Spells not working

Spells which are cast by both player and NPC seem to not do anything other than show the animation and effect of the spell. E.g frostbolt doesn't deal damage or slow you down, it only shows you casting something and the blue aura in your hand. I have tried being in my own phase, .gm on, and waited for restarts but spells still don't work, however buffs do work.

Most of the retail spells will not work unless you have an enemy targeted. What you need to do is to hunt down some of the cosmetic spells which show you casting something, as they tend to work regardless of whether or not you have something targeted. With this being said, spells cast in Valsharah will not work, as they are disabled.

Most of the retail spells will not work unless you have an enemy targeted. What you need to do is to hunt down some of the cosmetic spells which show you casting something, as they tend to work regardless of whether or not you have something targeted. With this being said, spells cast in Valsharah will not work, as they are disabled.

Would cosmetic spells also work on npcs or do npcs need something different?

NPC's are unable to cast spells, at least I think they can't.
What you could do in this scenario is to spawn an object which gives the illusion that an NPC is casting something - and apply the relevant casting emote with .npc permanentemote $emoteID

NPCs can cast spells through the script manager perk. I'll try using cosmetic spells on them anyways though, ty for the assistance.